Alternate reality games (ARGs) can be used for student orientation and induction by providing an active, collaborative, experiential learning experience through an overarching narrative. The ARGOSI project piloted an ARG for student induction that included a reusable framework and software with sub-plots linked to learning outcomes. Lessons learned found that timing, external motivation, appropriate challenges, accessibility across platforms, and support requirements must be balanced for educational ARGs to effectively motivate players and support the development of autonomy and reflection.